﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Rendering.BuiltinRenderTextureType
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

#nullable disable
namespace UnityEngine.Rendering
{
  /// <summary>
  ///   <para>Built-in temporary render textures produced during camera's rendering.</para>
  /// </summary>
  public enum BuiltinRenderTextureType
  {
    /// <summary>
    ///   <para>A globally set property name.</para>
    /// </summary>
    PropertyName = -4, // 0xFFFFFFFC
    /// <summary>
    ///   <para>The raw RenderBuffer pointer to be used.</para>
    /// </summary>
    BufferPtr = -3, // 0xFFFFFFFD
    /// <summary>
    ///   <para>The given RenderTexture.</para>
    /// </summary>
    RenderTexture = -2, // 0xFFFFFFFE
    BindableTexture = -1, // 0xFFFFFFFF
    None = 0,
    /// <summary>
    ///   <para>Currently active render target.</para>
    /// </summary>
    CurrentActive = 1,
    /// <summary>
    ///   <para>Target texture of currently rendering camera.</para>
    /// </summary>
    CameraTarget = 2,
    /// <summary>
    ///   <para>Camera's depth texture.</para>
    /// </summary>
    Depth = 3,
    /// <summary>
    ///   <para>Camera's depth+normals texture.</para>
    /// </summary>
    DepthNormals = 4,
    /// <summary>
    ///   <para>Resolved depth buffer from deferred.</para>
    /// </summary>
    ResolvedDepth = 5,
    /// <summary>
    ///   <para>Deferred lighting (normals+specular) G-buffer.</para>
    /// </summary>
    PrepassNormalsSpec = 7,
    /// <summary>
    ///   <para>Deferred lighting light buffer.</para>
    /// </summary>
    PrepassLight = 8,
    /// <summary>
    ///   <para>Deferred lighting HDR specular light buffer (Xbox 360 only).</para>
    /// </summary>
    PrepassLightSpec = 9,
    /// <summary>
    ///   <para>Deferred shading G-buffer #0 (typically diffuse color).</para>
    /// </summary>
    GBuffer0 = 10, // 0x0000000A
    /// <summary>
    ///   <para>Deferred shading G-buffer #1 (typically specular + roughness).</para>
    /// </summary>
    GBuffer1 = 11, // 0x0000000B
    /// <summary>
    ///   <para>Deferred shading G-buffer #2 (typically normals).</para>
    /// </summary>
    GBuffer2 = 12, // 0x0000000C
    /// <summary>
    ///   <para>Deferred shading G-buffer #3 (typically emission/lighting).</para>
    /// </summary>
    GBuffer3 = 13, // 0x0000000D
    /// <summary>
    ///   <para>Reflections gathered from default reflection and reflections probes.</para>
    /// </summary>
    Reflections = 14, // 0x0000000E
    /// <summary>
    ///   <para>Motion Vectors generated when the camera has motion vectors enabled.</para>
    /// </summary>
    MotionVectors = 15, // 0x0000000F
    /// <summary>
    ///   <para>Deferred shading G-buffer #4 (typically occlusion mask for static lights if any).</para>
    /// </summary>
    GBuffer4 = 16, // 0x00000010
    /// <summary>
    ///   <para>G-buffer #5 Available.</para>
    /// </summary>
    GBuffer5 = 17, // 0x00000011
    /// <summary>
    ///   <para>G-buffer #6 Available.</para>
    /// </summary>
    GBuffer6 = 18, // 0x00000012
    /// <summary>
    ///   <para>G-buffer #7 Available.</para>
    /// </summary>
    GBuffer7 = 19, // 0x00000013
  }
}
